Using My Monsters

Tuesday, 24 May 2016

Powerful Rewards for Epic Difficulty

So, the following is cut and pasted from my notes for tonight's game. As you can guess from the power of these items, things in that campaign regularly get hilariously tough, and indeed, are only going to get tougher as they try to track down and lay to rest the legendary Lich Gimble Brandersnatch (I was 15 when I named him - he's been a pain in the universes side for 27 Earth years).

Long time readers might wonder what these guys are up to, and the answer is, moving towards the ultimate conclusion of their story's. Once the Lich is (hopefully) defeated, and the four major rogues guilds of the Northern Republic united under Llewellyn's rule, the party are going to be facing their final, and most epic, deadly and nigh impossible task yet - a task that will be taking them beyond 20th level in 5th Edition, and will let us test the DMG's suggestions, as well as some popular rules off the GM's Guild site.

Anyway, here is the first ten minutes of tonight's game...

* * *

In recognition of their
role in saving the people of Lorehaven, all those involved in
destroying the necrotic anchors are publicly rewarded. All receive a
platinum and electrum medal, forged by the artisans of the Bardic
College, as well as the title of “Guardian of Lore”. The group
however, not only neutralised two of the anchors, but slew
the Thorynrr Death Knight, Ulshebb “The Spite”, as well as his
retinue of Bloodletters.

In recognition of this,
and the fact that the group are seeking the ones behind the attack,
the city has agreed to give them three of its sacred treasures. These
are;

Thundersinger's
Gorget (Legendary Wondrous Item; Requires Attunement by an individual
that can use Warforged Components)Long
believed to be an uncomfortable, heavy gorget, recent research in
light of Veteran's reactivation has shown it to be an item forged by
ancient Guild Artificers, intended as a weapon. Attaching to the
throat of the user, it allows them, as an action, to emit a silent
scream of devastating sonic energy, forcing all creatures in a 60ft
cone to suffer 105 (30d6) thunder damage, half if they make a
Constitution saving throw (D.C. = 8 + the user's Constitution
modifier + the user's Proficiency modifier). Creatures that fail
their save by 5+ are also deafened until cured. Once this power has
been used, it cannot be used until 24 hours have passed.

Naturally
this deadly item is given to the Veteran.

Holo-Stract
(Legendary Wondrous Item; Requires Attunement)
Another ancient Guild item, this thing resembles a large cabochon
onyx, with a number of crystalline lenses set around its curve. As an
action, it can be activated, and thrown up to 30ft away. Once it hits
the ground, it creates a perfect illusion of the one that is attuned
to it. This illusion has all sensory components, and lasts either
until 1 hour has passed, it is dismissed by the Holo-Stract's user (a
bonus action), until it takes 100 hit points worth or damage, or
until it is disbelieved (D.C 18 Intelligence saving throw). The
illusion can be made to perform specific tasks by the owner (changing
these is a bonus action), as long as they are within 100ft of it, and
the illusion can wander up to 30ft from the Holo-Stract itself. The
main use of this item seems to be as a lure or distraction tool.Once activated, the Holo-Stract cannot be used for 24 hours.

This
item is given to Llewellyn.

Lifelight Torch
(Legendary Wondrous Item; Requires Attunement)
The origins of this item are unclear, as it has been in Lorehaven's
vaults for long and long. The artful craftmanship and beautiful
design however, would suggest it is another guild item that escaped
confinement in the legendary void vaults. Resembling a sconce of
tempered electrum and silver, studded with fire agates, diamonds,
sunstones and rubies, it is crowned by a cluster of what seems to be
ever smouldering embers. These embers shine with an argent fire, and
cast bright light in a 60ft radius (dim light for another 30ft beyond
that). The torch has a number of uses;

It
can be used as a melee weapon (attuned user is automatically
proficient) that grants a +2 bonus to attack and damage rolls and
inflicts 2d6 bludgeoning and 2d6 radiant damage per hit. As a
weapon, it is considered to be made from both silver and cold iron.

The
torch has 5 charges. At noon each day it regains 2 (1d4) charges.
These can be used to manifest a number of abilities (activating each
is an action unless otherwise noted).

1
charge: Silver flames surround the torch and for the next 10 rounds
it inflicts an additional +10 (3d6) fire and +3 (1d6) radiant damage
per hit. Furthermore, it scores a critical hit against undead,
creatures from the plane of shadows and daemons of all kinds, on a
natural roll of 19 or 20. Activating this ability is a bonus action.

1
charge: The wielder may hurl a blast of radiant flame up to 200 ft
away. It explodes
in a 20ft radius blast, inflicting 21 (6d6) fire and 21 (6d6) radiant
damage to
all creatures within. A D.C. 17 Dexterity saving throw is allowed to
halve this damage, though undead, daemons of all kinds and creatures
from the shadow planes suffer disadvantage on this.

2
charges: The wielder may cast a Greater
Restoration spell

2
charge: The wielder may cast a Heal
spell (70 hit points)

5
charges: The wielder may cast a True
Resurrection spell.

If
all the torches charges are used, it becomes inert and loses all
magical abilities and properties until it regains at least 1 charge.
Furthermore, at noon each day, when it would regain a charge, if it
is not exposed to direct sunlight, it must roll a d20. On a 9 or
less, it does not gain any charges that day, and must wait until the
following noon.